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Affect Mind (Cha)Requires Force-Sensitive and Alter feats
You can use the Force to alter a target’s perceptions or make a telepathic suggestion in another character’s mind.

Check: The result of an Affect Mind check sets the DC for the target’s Will save. (Note that this skill works best on weak-willed characters. Those with good Will save bonuses are harder to fool with “Jedi mind tricks.”)

Result

Will Saving Throw DC

Up to 4

5

5-14

10

15-24

15

25-34

20

35+

25

Declare whether you’re attempting to alter perceptions or make a suggestion when you make your Affect Mind check.
If the target’s saving throw fails, you can do one of the following things:

Alter Perceptions: This creates a simple false stimulus, such as a brief sound or a fleeting image, detected by a single person and lasting no more than a single round. It is generally used to distract an opponent, which can also have the effect of a feint (see Bluff). Note that the target receives a +2 circumstance bonus on their saving throws for every additional person beyond the first that you want to detect the false stimulus.

Suggestion: This is the classic “Jedi mind trick,” allowing you to make an otherwise unpalatable suggestion seem completely acceptable to the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did was unreasonable.

Retry: No. You can attempt to affect mind of the same character in another situation after time has passed, but not in the same encounter or scene.

Special: You can take 10 when making an Affect Mind check, but you can’t take 20.

A character with the Mind Trick feat gets a +2 aptitude bonus on Affect Mind checks.

The base range for Affect Mind is 10 meters.

Time: Affect Mind is a full-round action and provokes an attack of opportunity.